[Freeciv-Dev] [bug #19976] modpack needs libm

2012-08-08 Thread Marko Lindqvist
Update of bug #19976 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20005] Compile time decided database.lua location Windows installations

2012-08-08 Thread Christian Prochaska
Follow-up Comment #6, bug #20005 (project freeciv):

 Then could we use something like attached (at the moment untested) patch? 

It seems to work with the patch.

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Re: [Freeciv-Dev] Ancients modpack (was: [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org)

2012-08-08 Thread Marko Lindqvist
On 1 August 2012 03:50, Marko Lindqvist cazf...@gmail.com wrote:
 On 1 August 2012 02:14, Jacob Nevins
 0jacobnk.fc...@chiark.greenend.org.uk wrote:
 Marko Lindqvist writes:
 I actually would like to hear opinions about Ancients ruleset's
 status. Should it be in default modpack list?


 Maybe it's time to introduce some kind of stars system to
freeciv-modpack. That way we could let more things to live in default
list and user would still know which ones are of top quality (5
stars), and which less so (1 star).


 - ML

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[Freeciv-Dev] [patch #3472] Road help browsing

2012-08-08 Thread Marko Lindqvist
Update of patch #3472 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #5:

- Moved roads help from toplevel to under terrain alterations like bases
- gtk2-, and xaw-clients part ok, sdl-client has no helpbrowser at all?


(file #16341)
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[Freeciv-Dev] [patch #3486] def_ai_xxx_data() callers to pass ai type.

2012-08-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3486

 Summary: def_ai_xxx_data() callers to pass ai type.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 08 Aug 2012 05:21:24 PM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Instead of def_ai_xxx_data() to lookup for default ai type itself, it takes ai
type as parameter.

This might seems like step backward (every caller needing to make identical
lookup operation instead of it being centralized), but it moves the bad lookup
upwards so one can search codebase for the lookups to get rid of.
Matthias wanted to implement luaai, that would fallback to default ai code. I
think threaded AI could also in first phase reuse at least some of the default
ai code. Similar situation can come up with further ai type projects. Such
default ai reuse is currently impossible because these default ai type
lookups. If one calls default ai functions, they access data in default ai
context, not in that of calling ai type.



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File Attachments:


---
Date: Wed 08 Aug 2012 05:21:24 PM EEST  Name: DefAiCallerType.patch.bz2  Size:
9kB   By: cazfi

http://gna.org/patch/download.php?file_id=16346

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[Freeciv-Dev] [patch #3487] User terrain flags

2012-08-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3487

 Summary: User terrain flags
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 08 Aug 2012 06:25:25 PM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

User (ruleset author) defined terrain flags, similar to unit type user flags.



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File Attachments:


---
Date: Wed 08 Aug 2012 06:25:25 PM EEST  Name: UserTerrainFlags.patch  Size:
7kB   By: cazfi

http://gna.org/patch/download.php?file_id=16347

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[Freeciv-Dev] [patch #3487] User terrain flags

2012-08-08 Thread Marko Lindqvist
Update of patch #3487 (project freeciv):

  Depends on: = patch #3394


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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-08 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-08 Thread Marko Lindqvist
Update of patch #3478 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3488] Reinstate useful NEWS in tarball

2012-08-08 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3488

 Summary: Reinstate useful NEWS in tarball
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Aug  8 20:54:34 2012
Category: docs
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.3,2.4.0-beta1,2.5.0

___

Details:

In PR#39775 / r13825
http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=13825, the NEWS
file in the distribution has been a stub pointing at wiki.

It bothers me that the distribution is not self-contained; I'd rather that the
history was available to anyone who has the tarball, for years to come,
without dependence on external entities like Wikia remaining viable. This is
mainly an extra chore for the release manager, and well, that's me for now :)

My plan is to continue to *prepare* the NEWS file on wiki, and leave a copy
there, but to scrape it at release time using a script similar to the
generate_FAQ.pl scraper and put that in the NEWS file in svn / tarball.

Possibly I'll only do this for major releases; not sure. NEWS between minor
releases will at most live in that branch's tarballs, not forever, I think.




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[Freeciv-Dev] [patch #3488] Reinstate useful NEWS in tarball

2012-08-08 Thread Jacob Nevins
Update of patch #3488 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

Attached are the NEWS files I intend to commit to trunk/S2_4 (NEWS-2.4) and
S2_3 (NEWS-2.3), containing all the old NEWS retrieved from svn
http://svn.gna.org/viewcvs/freeciv/trunk/NEWS?revision=13570view=markuppathrev=18085
and wiki. Also the script I hacked from generate_FAQ.pl to scrape wiki (which
isn't quite polished/automatic enough to commit to svn yet).

Obviously the S2_4 one may still change; I expect NEWS updates to normally be
outside the review cycle, like other release-related commits. I'm leaving this
here for the 36h to gather comments (if any) on this approach.

(file #16348, file #16349, file #16350)
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Additional Item Attachment:

File name: NEWS-2.4   Size:69 KB
File name: NEWS-2.3   Size:51 KB
File name: fetchnews.pl   Size:3 KB


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[Freeciv-Dev] [task #7603] Tracking release 2.4.0-beta1

2012-08-08 Thread Jacob Nevins
Follow-up Comment #3, task #7603 (project freeciv):

Since no-one objected when I raised the idea in patch #3301, I plan to drop
.tar.gz for this release, and only release in .tar.bz2 and .zip formats.

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[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-08-08 Thread Jacob Nevins
Follow-up Comment #6, bug #19977 (project freeciv):

OK, I'm putting off doing anything about this until after 2.4.0-beta1.

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[Freeciv-Dev] [bug #20038] Transform to water

2012-08-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20038

 Summary: Transform to water
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Aug  8 22:44:09 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

Currently for land-to-water transformations, as with others, you have to
specify a specific transform_result terrain. This means you can't arrange that
expanding a lake gets you more lake whereas receding a coastline gets you more
ocean.

Prior to patch #3478 this simply led to discontinuities in water type. Now it
means that any attempt to expand a lake turns the whole thing to Ocean, via
flooding, even if it's still inland.

What you really want is some way of expressing in the ruleset that you want to
transform to an appropriate kind of water, with the exact transformation
depending on the surroundings.

Details to work out:
* How to express this in ruleset?
** transform_result=Water (potentially clashing with existing terrain name
in modpacks)?
** just trigger the selection behaviour on any land-to-water transformation,
ignoring the precise transform_to terrain? (Other special behaviour is already
triggered, such as checking for sufficient surrounding water tiles.)
* What to do if multiple water types surround tile?
** Obviously in cases where flooding happens, then the flooding type wins.
** Use most_shallow_ocean()?
** Perhaps we want to define a partial order on ocean terrains showing which
wins over and/or floods which, replacing the current fixed one of
!TER_FRESHWATER  TER_FRESHWATER.




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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-08 Thread Jacob Nevins
Follow-up Comment #6, patch #3478 (project freeciv):

Unfortunately this means that *any* land-to-water transformation on the edge
of a lake turns the whole lake into ocean, due to transform_result=Ocean.
I've raised bug #20038.

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[Freeciv-Dev] [bug #20038] Transform to water

2012-08-08 Thread Marko Lindqvist
Follow-up Comment #1, bug #20038 (project freeciv):

Simplest solution, possibly something we implement at least for the time we
wait your model, would be to
1) Fix flooding to happen also *towards* the transformed tile if it's
freshwater and there's adjacent ocean tile
2) Make transform_to in all supplied rulesets (and document for custom ones)
Lake

- If one then transforms next to lake - (s)he gets lake
- If one transforms next to ocean - (s)he gets lake that is then immediately
flooded with ocean from adjacent tile. Temporary lake should not be
user-visible at any point.

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[Freeciv-Dev] [patch #3442] limit the use of sprite_get_pixbuf

2012-08-08 Thread Marko Lindqvist
Update of patch #3442 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] Metaserver change tomorrow night

2012-08-08 Thread Jacob Nevins
We're looking to change the metaserver from being hosted on cazfi.net to
the new server that's now running freeciv.org.

We currently plan this for tomorrow night.

I've wound down the DNS TTL so that the DNS changes should propagate
quickly, but if you're running a server over the transition, it will
likely continue to connect to the old metaserver, whereas clients will
start using the new one, and not see your server. You should be able to
fix this without restarting your server by doing:

  /metaconnection down
  /metaconnection up

Sorry for the lack of notice -- I only just realised it wouldn't
seamlessly transition.

Cheers,
  Jacob

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Re: [Freeciv-Dev] Metaserver change tomorrow night

2012-08-08 Thread Jacob Nevins
I wrote:
 We're looking to change the metaserver from being hosted on cazfi.net to
 the new server that's now running freeciv.org.
 
 We currently plan this for tomorrow night.

Just to be clear: the hostname to use (meta.freeciv.org) isn't changing,
only what that name resolves to. So there's no need to change client and
server configuration, beyond what I already mentioned to get servers to
notice the change.

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[Freeciv-Dev] [patch #3489] Classic AI wrapper layer over default ai functions

2012-08-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3489

 Summary: Classic AI wrapper layer over default ai functions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 02:30:43 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This changes all the functions in default ai api to take ai_type parameter.
Default AI and Classic AI are now two distinct things. New classic AI is
wrapper layer that calls default ai passing its own ai_type.

Note that this is just API part of the needed changes. Much more work is
needed for default ai to really use the ai_type given to it instead of classic
ai type it lookups itself.



___

File Attachments:


---
Date: Thu 09 Aug 2012 02:30:43 AM EEST  Name: CaiTypeLayer.patch.bz2  Size:
6kB   By: cazfi

http://gna.org/patch/download.php?file_id=16351

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[Freeciv-Dev] [patch #3490] Transform_Possible effect

2012-08-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3490

 Summary: Transform_Possible effect
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 03:37:15 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Idea from bug #20029

Add Transform_Possible similar to existing Irrig_Possible. Positive value
means that unit can transform tile. All the other old hardcoded restrictions
stay (in addition to requirement of effect value) except requirement for unit
flag Transform. As there's no hardcoded uses for Transform flag, it's
retired from internal set. To rulesets that have units capable of
transforming, Transform unit flag is added as user flag, and
Transform_Possible effect requiring it is added.



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File Attachments:


---
Date: Thu 09 Aug 2012 03:37:15 AM EEST  Name: TransformPossible.patch  Size:
12kB   By: cazfi

http://gna.org/patch/download.php?file_id=16352

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[Freeciv-Dev] [patch #3488] Reinstate useful NEWS in tarball

2012-08-08 Thread Marko Lindqvist
Follow-up Comment #2, patch #3488 (project freeciv):

 to gather comments (if any)

YAY!

 It bothers me that the distribution is not self-contained

That's why I were against removing them from under version control in the
first place. Also, latest version in wiki is just one version - in theory any
documentation under version control should be in sync with the code.

About NEWS of minor version never making it to TRUNK: What about your policy
of making 2.b.0 NEWS relative to 2.a.x, not 2.a.0? What happens to NEWS
between 2.a.0 and 2.a.x? (On a related note, have you thought about someone
using 2.a.2 upgrading to 2.b.1 when 2.b.0 NEWS is relative to 2.a.3 and since
then also 2.a.4 has been released)

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[Freeciv-Dev] [patch #3491] Helptext for user flags

2012-08-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3491

 Summary: Helptext for user flags
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 04:09:33 AM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently ruleset author can define only name of the user flags. There should
be also possibility to write short description for help system. For example
helptext for user unit type flags would appear in help of all units haveing
the flag.
Current situation with flags that have lost their hardcoded meaning and turned
to user flags is that there has been helptext regression. There's no
autogenerated help about how Airbase units can build airbases.




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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2012-08-08 Thread Marko Lindqvist
Update of patch #2963 (project freeciv):

  Status:  Ready For Test = In Progress

___

Follow-up Comment #9:

- When considering value of building caravan, consider ruleset set traderoute
type trade % instead of blindly assuming that intercontinental trade is better
than continental.
- Removed wrapper function aiferry_boats_available() that did nothing but
called aiferry_avail_boats() Call latter directly instead
- Minor style corrections


Still needs to decide what to do with dai_is_unit_tired_waiting_boat(). It's
counting time from caravan's original birth. Old units could not be reassigned
to a mission, as they would give up immediately.

I wonder why there's if (unit_transported(punit) ||
is_ocean_tile(unit_tile(punit))) when checking if unit needs a boat. Is the
latter part meant to check if unit can itself move on ocean tiles? (if it's
not transported as first checked, then to exist in ocean tile it must be able
to live there itself - ignoring possibility of ocean cities, native bases, and
native roads) In any case this cannot be right.

(file #16353)
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